The Solar is able to deflect attacks aimed at him with his thrown weapon. Ranged attacks are batted aside and melee weapons are twisted out of their intended path with this Charm. Roll Dexterity + Thrown to parry an attack.

The Solar is able to deflect attacks aimed at his allies with a thrown weapon. Ranged attacks are batted aside and melee weapons are twisted out of their intended path with this Charm. Roll Dexterity + Thrown, Difficulty 2, to parry an attack aimed at an allied combatant.

A Solar with this Charm can use a thrown weapon to not only deflect and incoming attack, but to repay the favor. Guided by the Solar’s Essence, the weapon bounces off the attacking weapon, deflecting its blow, and rebounds to strike the attacker. Roll Dexterity + Thrown at Difficulty 2. For each success, remove one of the attacker’s successes. If any successes remain, they are applied as the accuracy roll for the attack. Damage is determined normally.

The defense offered by this Charm is doubly lethal, for it turns not only the parrying weapon against the attacker, but the blade parried as well. Roll Dexterity + Thrown at Difficulty 2. Parry the attack as normal. Successes gained beyond those needed to completely parry are the accuracy pool of the two weapons. Roll the attack and damage normally.

Comments

Hi! I wonder about the wording in the Shield of Flying Steel charm. Does it sacrifice an ordinary parry, like Dipping Swalloe Defense, or is this a third line of defense? Compare Vengeful Gust Counterattack, where either dodge or parry is sacrificed. The reason why this is important is balance. Is is unbalancing to have three active defense pools? - Clebo